Finished the tree sculpt and retopo, the basic idea is that, although the object was sculpted together and in theory is seamless to itself, but the separate limbs can be used as roots in the earth and as branches. By separating the pieces into polygroups in Zbrush it was easy to sculpt the individual detail and still retain the feel of the whole tree. In general I'm not really very happy with the tree, something just doesn't feel right with it, possibly the saturation of the diffuse texture. The trouble is the deadline is fast approaching and I've got to render this stuff out to actually get some marks. There are some huge seams in the tree texture still but for the most part they are hidden quite well, if there's time then I'll definitely go back and fix these, if not I'll hide them with foliage. There's also some flat texture work, mostly driven by photos. Although I really like the ground texture I'll have to tone it down to make it blend into the scene a little better. The moss texture will mostly be used with the vertex painting tool in UDK to add some variance to objects.
Heeey =) I like the ground planes, feels very clean and very good =)
ReplyDeleteThe temple walls are looking awesome as well.. very convincing and realistic imho =)